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Question 3

Select one of race, gender, sexuality, class, politics, or disability, and select a game that engages

with one of these topics in an interesting way. Select two primary readings (from the course, or

found yourself) and use them to analyze that aspect in that game. Make explicitly clear what

your two core papers are.

Response

“Using Race to Examine Character and Power Mechanics in Tomb Raider”

In this essay, we'll look into the intriguing ways in which the video game Tomb Raider

portrays gender. Our primary texts for this test are "Gamic Action, Four Moments" by Alexander

R. Galloway (Johnson, 2015) and "Command and Control: Power in the Social Media Age" by

Rob Horning (Horning, 2021). The nature of games, the dynamics of power, and the influence of

entertainment on identity development are all topics that are covered in depth in these works. We

hope to acquire a greater understanding of how Tomb Raider interacts with gender and the power

dynamics connected to it by applying these frameworks to the game. This examination will

clarify how gender is portrayed in video games and add to the conversation on inclusivity and

representation in the gaming sector.

For examining how gender is portrayed and how that influences the game's scenario, the

action-adventure game series Tomb Raider offers a rich framework. Galloway's idea of

"abstraction" can be quite useful when looking at gender in Tomb Raider. Condensing and

simplifying complicated ideas or emotions into digital representations is the process of

abstraction (Vossen & Vossen, 2020). The detachment of gender characteristics can have a big

impact on how different genders are portrayed in Tomb Raider and make it harder to represent
persons with different gender origins. This analysis emphasizes the danger of propagating gender

stereotypes and the demand for more accurate gender representation in video games. We can

analyze how gender is abstracted and represented in Tomb Raider by using Galloway's

framework, which will help us understand how the game engages with gender dynamics and how

it affects players' perceptions of gender (R. Galloway, 2015).

According to Galloway, abstraction is the digital depiction of complicated ideas or

experiences. This abstraction can have either beneficial or bad effects on gender in Tomb Raider.

On the one hand, the abstraction of gender enables the development of a variety of positive

representations. The game's lead character, Lara Croft, is a strong and competent female heroine

who challenges conventional gender stereotypes and serves as an inspiration for players of all

genders. She defies stifling gender norms with her acts and behaviors in the game, which

highlight her brilliance, athletic skill, and tenacity (Al-Fatihi, 2015). However, Tomb Raider's

abstraction of gender also runs the risk of supporting prevailing gender stereotypes and limiting

the portrayal of various gender identities. The sexualization of Lara's persona, which has been a

recurring theme in the series, is one noteworthy aspect. This sexualized representation supports

the belief that women should be valued according to their outward appearance and contributes to

the objectification of women (Liu, n.d.). Such depictions may hinder the correct portrayal of

individuals with differing gender identities and may contribute to a constrained and limited view

of gender. Additionally, in games like Tomb Raider and others, players can interact critically

with the abstraction of gender. By challenging and debating the images they see, players may

advance broader and more nuanced portrayals by contributing to a larger conversation about

gender in gaming.
The protagonist of the video game "Tomb Raider," Lara Croft, prominently features the

gender topic. The game has received a lot of praise for its thrilling gameplay and narrative, but it

has also come under fire for sexualizing Lara Croft and supporting gender stereotypes. When the

game is examined through the perspectives of Alice Warley's "Command and Control" and

Alexander R. Galloway's "Gamic Action, Four Moments," it is evident that "Tomb Raider"

heavily relies on algorithmic and diegetic action to propel its gameplay, perpetuating negative

assumptions about gender and potentially disempowering marginalized groups. The

methodology Galloway presents in his essay divides game actions into four categories: diegetic

activity, literary action, algorithms practice, and experiential action.

The gameplay of "Tomb Raider" is clearly affected by algorithmic and diegetic behaviors

when viewed via Alexander R. Galloway's model of gamic action (Mahlmann et al., 2010). The

game mechanisms and rules, or algorithmic activity, play a significant part in determining the

player's experience. These gameplay mechanics in "Tomb Raider" include combat structures,

platforming techniques, and puzzle-solving components. These mechanics all control how the

player engages with the game world and advances through the story. Additionally, "Tomb

Raider" emphasizes the significance of diegetic action, which is the character of the protagonist's

actions within the game's world (Brooke, 2017). Players that take on the character of Lara Croft

interact with the environment through exploring, moving around, engaging in battle, and solving

puzzles. In addition to moving the story along, these activities help players become immersed in

the game's setting and develop their characters. The gameplay in "Tomb Raider" is dynamic and

interesting thanks to the integration of algorithmic and diegetic activities, which enables players

to move through the game's world, solve puzzles, and learn the story. We can better comprehend
the mechanics of the game and how they affect the overall player experience in this venerable

franchise by recognizing the impact of these actions.

Through her clothes and external look, Lara Croft, the main character of Tomb Raider,

has traditionally been portrayed in a sexualized way that reinforces gender stereotypes and might

make an environment unwelcoming for marginalized groups. The focus on Lara's physical allure

and the devaluation of her persona may serve to further norms of how women should appear and

be viewed, limiting the depiction of different body shapes and encouraging unattainable beauty

standards. In addition, Lara routinely faces up against primarily male opponents in the gameplay

mechanics of Tomb Raider, and she is frequently represented as saving women in danger

(Whitehouse, 2018). By designating gendered roles and responsibilities, where males are

portrayed as enemies and women as damsels in distress, these behaviors have the potential to

perpetuate gender stereotypes. The atmosphere for marginalized groups may become more

exclusive as a result of this, which supports established gender norms. While there are narrative

elements in Tomb Raider, such as the discovery of secrets and the exploration of ancient tombs,

these elements frequently take a subsidiary to the action-oriented gameplay and controls. The

potential for more in-depth narrative and character development may be overshadowed by the

emphasis on battle and physical difficulties.

The effect of gender on video game players is examined in a study by Phan and his

associates (Phan et al., 2012), which primarily focuses on how gender representation in games

can perpetuate unfavorable preconceptions and foster an adverse atmosphere for marginalized

groups, particularly women. By encouraging the inclusion of different sex identities and

challenging conventional gender roles, this viewpoint highlights the need for greater diversity

and equitable representation in video games. It is crucial to critically analyze and challenge the
gender stereotypes that are reinforced in games like Tomb Raider, support diverse representation,

and give priority to storytelling that goes beyond outward appearances and conventional

gendered narratives in order to create a more welcoming and equitable gaming environment. As

a result, a setting will be created where gamers from different backgrounds can feel valued,

represented, and included in the game.

Additionally, the game maintains the stereotype of men as rescuers and aggressors and of

women as defenseless bunch in need of protection. While Lara must save ladies in danger, the

player is supposed to fight waves of male adversaries. Because they aren't given strong female

characters who are aggressive and can hold their own, female players feel helpless as a result. It

is significant to highlight that a player's interactions with and interpretations of a game can be

significantly influenced by their personal experiences with and conceptions of gender. While

some players might find Lara Croft's sexualization and the reiteration of gender stereotypes

objectionable, others would not. The portrayal of women in "Tomb Raider" and other video

games, however, must be acknowledged as having the potential to contribute to a toxic society

that excludes marginalized groups and reinforces negative stereotypes.

In Tomb Raider, algorithms have a big impact on how the game plays out. The

character’s behavior, interactions with the environment, and overall game progression are

determined by these computing processes, which underlie the game mechanics and regulations

(Ahamed, 2022). We can learn more about how gender relations are portrayed in the game and

the potential effects on players' perceptions of gender by looking at the algorithms at work. The

combat system in Tomb Raider is one famous example of algorithmic action. Adversary

behavior is governed by algorithms that define adversary tactics, behavior, and difficulty. It's

possible that these algorithms unintentionally reinforce gender stereotypes.


 Algorithmic behavior affects how Lara Croft is portrayed. Players' perceptions of her

gender identification are influenced by the algorithms guiding her behaviors, skills, and

interactions with other players and the game world. Lara's combat maneuvers, animations, and

navigational strategies all reflect specific ideas of femininity. It can reinforce restrictive gender

stereotypes within the game if the algorithms favor stereotypically feminine actions or limit her

powers in ways that adhere to traditional gender norms. Additionally, algorithms play a role in

how non-playable characters (NPCs) are represented and how they interact with Lara.

Algorithms control the conversation, actions, and reactions of NPCs, which may have an impact

on how gender dynamics are portrayed in the game's narrative (Sifa et al., 2013). NPCs might

support heteronormative interactions, gendered power dynamics, or traditional gender norms.

Game designers should analyze the algorithms used in Tomb Raider along with other games

closely in order to provide a more equitable and varied representation of gender. Games can

support more complex and inclusive depictions of gender by purposefully building algorithms

that defy stereotypes, give a variety of character behaviors, and convey a spectrum of gender

identities. Simulations like Tomb Raider have reimagined the algorithms to encourage diverse

characters and question established gender norms.

Along with gender representation, "Tomb Raider" offers an intriguing description of

simulation and representation (Montreal, 2020). The goal of the game is to immerse the player in

a universe where choices have an impact on how plotlines develop and actions have

repercussions. The game's depiction of the gaming universe is incredibly comprehensive,

visually attractive, and pays close attention to reality. Players may communicate with the world

by performing chores and resolving problems thanks to the game's mechanisms. This gives the

player a feeling of agency and makes them feel like an integral part of the game's environment.
While "Tomb Raider" aims to provide the user with a simulation of the experience, it is crucial to

recognize the limitations of simulation and representation.

Even though the game's world could seem realistic, programming and design decisions

ultimately created it. This implies that specific game world elements could be omitted or

changed in order to accommodate the game's controls and technological constraints.

Additionally, the game's writers and designers created the way that characters are depicted in it.

While Lara Croft may seem like a strong, powerful woman, this ultimately stems from the

mechanics of the game and the designers' choices. Lara is a fictional character created by the

game's programming, not a real person.

In conclusion, "Tomb Raider" reinforces negative gender stereotypes and fosters an

environment that is unwelcoming to female gamers. The gameplay of the game largely relies on

algorithmic and diegetic behaviors, which reinforces negative gender stereotypes and spreads the

idea that women are valued more for their physical features and outward looks than for their

accomplishments. The game also reinforces the notion that men are inherently violent and

women are defenseless, which can be demoralizing for female players. While "Tomb Raider"

may offer a fun gaming experience, it's necessary to think about the potential effects of the

games' perpetuation of negative gender stereotypes. Games must be open and friendly to gamers

of all origins and identities given the increasingly diverse gaming industry. While "Tomb

Raider" offers an outstanding portrayal of a gaming universe and gives the player a sense of

agency, it's crucial to recognize the boundaries of simulation and representation. The characters

and the game's setting are ultimately creations of the game's creators and do not correspond to

actual places or persons.


References

Ahamed, N. (2022, September 3). AI ALGORITHMS IN GAMES - Dev Genius. Medium.


https://blog.devgenius.io/ai-algorithm-in-games-db8bf1cc195f

Al-Fatihi, N. (2015). analysis Tomb Raider, Lara Croft (2001). www.academia.edu.


https://www.academia.edu/13839382/analysis_Tomb_Raider_Lara_Croft_2001_

Brooke, L. (2017). Figure 54 Rise of the Tomb Raider survival instinct mode (Crystal. . .
ResearchGate. https://www.researchgate.net/figure/Rise-of-the-Tomb-Raider-survival-instinct-
mode-Crystal-Dynamics-2013_fig25_319174070

Horning, R. (2021). Command and Control — Real Life. Real Life.


https://reallifemag.com/command-and-control/

Johnson, J. (2015, April 20). Galloway’s “Gamic Action, Four Moments” | Methods of Literary
and Cultural Studies. https://blogs.commons.georgetown.edu/engl-090-02-
spring2015/2015/04/20/galloways-gamic-action-four-moments/

Liu, J. (n.d.). Gender Sexualization in Digital Games: Exploring Female Character Changes in
Tomb Raider. Digital Commons @ University of South Florida.
https://digitalcommons.usf.edu/etd/7542/

Mahlmann, T., Drachen, A., Togelius, J., Canossa, A., & Yannakakis, G. N. (2010). Predicting
player behavior in Tomb Raider: Underworld. https://doi.org/10.1109/itw.2010.5593355

Montreal, E. (2020, December 2). Real-time fluid simulation in Shadow of the Tomb Raider |
Eidos Montréal. Eidos-Montréal. https://www.eidosmontreal.com/news/real-time-fluid-
simulation-in-shadow-of-the-tomb-raider/

Phan, M. H., Jardina, J. R., Hoyle, S., & Chaparro, B. S. (2012). Examining the Role of Gender
in Video Game Usage, Preference, and Behavior. Proceedings of the Human Factors and
Ergonomics Society . . . Annual Meeting, 56(1), 1496–1500.
https://doi.org/10.1177/1071181312561297

R. Galloway, A. (2015, December 13). The Computational Decision | Alexander R. Galloway.


http://cultureandcommunication.org/galloway/the-computational-decision

Sifa, R., Drachen, A., Bauckhage, C., Thurau, C., & Canossa, A. (2013). Behavior evolution in
Tomb Raider Underworld. https://doi.org/10.1109/cig.2013.6633637

Vossen, E., & Vossen, E. (2020, September 18). THE IMPORTANCE OF ABSTRACTION -
First Person Scholar. First Person Scholar - Weekly critical essays, commentaries, and book
reviews on games. http://www.firstpersonscholar.com/the-importance-of-abstraction/
Whitehouse, M. (2018, March 26). lara croft: feminist hero or just another male fantasy? i-D.
https://i-d.vice.com/en/article/9kgb9v/lara-croft-feminist-hero-or-just-another-male-fantasy

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